Economic Vocal Minorities
On top of all the ethical problems with whale-hunting via loot boxes, there’s also a game design one: it’s allowing the design of games to be twisted by the habits of a small fraction of players.
From Ofcom: Less than 6% of UK children, 4% of adults have purchased loot boxes:
“[O]nly 4% of UK adults who play video games say they have ever bought loot boxes in free-to-play titles, and only 4% have bought them in premium games. Meanwhile, 6% of game-playing children – defined as aged five to 15 – have spent money on loot boxes in free-to-play games, while 3% say they have bought them in premium titles.”
In most cases, it’d be laughable to change a game’s design to significantly worsen it for 94%-97% of its players to accommodate the habits of the other 3%-6%. But when those habits are “spend more money than the 94%-97% put together”, that’s what happens.